Good. Neutral will have choice to make at start, evil will have a *very* short game.

Gameplay Hours

06

Description

This version updates prior releases, hopefully eliminating the intermittent, if infamous, hall bug. It also addresses player concerns for improvements and fixes, especially the city gates bugs. Overall, this takes the original Prelude and expands the story line, adds areas and adventures, gives Aribeth a second suitor (you, please play as a male), and provides a reason a level 1 PC would get a personal invitation to the academy (PC is a U.S. Navy vet).

You go though some rather poorly written "click to continue" dialogue, where you finally get a choice. You choose wrong, and it is the end. If you continue, you might be "rewarded" with a copy of the bible (not something Torril related, the Christian Bible - it even lets you know everyone's favorite Paladin of Tyr's favorite passage from a religion incompatible with her own).

You learn (though your own text when talking to an Aribeth clone - one that travels with you because if you are level one, you need to hide behind her) though your own text that you are retired US Navy and 54 (I think).

After refrences to Billy Grahm and other bits, the most satisying part of the mod was removing it from my NWN folder, and then wathcing it vanish when I deleted it from my recycle bin.

Different mods for different people, I guess. If you like Christanity in your Forgotten Realms, and don't mind fourth wall breaking, and like a story more than roleplaying, you might enjoy this.

With the voting guidelines gone, 8 out of 10 stars is my best guess. This module was clearly done by a beginner but somehow the story hooked me. In spite of the technical hiccups and occasional breaking of the 4th wall, the over-the-top-yet-optional equipment, I played at every opportunity I had. Which for me, is a huge compliment as I get bored very easily with the vast majority of the the modules I've tried to play.

Be forewarned: You must play a male human Lawful/Good paladin as ... a 54 year old retired sailor who won the congressional medal of honor during the vietnam war and a professed Christian. Think of this adventure as "A Massachusetts Yankee in Lord Nasher's Court."

Also, until you get to Neverwinter the adventure is a bit hokey. But once you're there, it gets interesting. I'll try not to spoil it: There is one scene where you confront Desther and Fenthick and it is priceless!

I enjoyed this module and would have liked to continue until the end. but I could not leave the Castle after meeting with Lord Nasher. I tried talking with Aribeth, (who I always will love!) and besides some conversation still no way out. Virtually all transitions in this game were non-functional, which was a bit offputting. The religious overtones were annoying but we were warned ahead of time about this aspect. Aribeth was a good henchperson, although you cannot access her inventory and thus is a bit limited by that. All in all a fine effort, just not sure what I am missing by being stuck? I am playing a girl Paladin/Thief/Fighter just to PO the author! Some negatives were the overly complex and confusing insides of the Academy, with dual purpose doorways/transition points, resetting areas, conversations that can and will be repeated, like in the stables! You really have no guidance as to what to do next and end up wandering about the academy's three floors, the grounds and the two areas of the town.